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S3RL feat Harri Rush - Nostalgic (Nightcore Mix) [CatchTheBe

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Ascendance
Actually have to "officially" pop the bubble for now, Noffy will post a list of reasons why, basically skinning/hitsounding related things that I'm not really an expert at.
Noffy
Yeah ascendance is right about most of the unused ones

circle0.png - Looks like a SB file, but wasn't found in the .osb or the .osus

default-comma.png
default-dot.png
default-percent.png
default-x.png - Only score numbers use comma, dot, percent, and x. default- are the numbers that go in the hitcircles.

fruit-plate.png - This isn't a skin element.

taiko-bar-left.png
taiko-bar-right-glow.png
taiko-bar-right.png
taiko-barline.png
taiko-drum-inner.png
taiko-drum-outer.png
taiko-glow.png
taiko-hit300g.png (only appears at results screen)
taiko-hit50.png
taiko-slider-fail.png
taiko-slider.png - None of these are skinnable per-map

So all of those files listed above need to be removed.


These are fine, actually:
LR_Snare Hit.wav - yeah that's used

taiko-normal-hitwhistle.wav - That's used for K notes.




Additional things:

If you're gonna skin failsound.wav why not applause.wav ?


Skinning:
You forgot to specify SliderBorder colour in the colours sections of your standard difficulties. This is required when skinning the hitcircle set.

Hitburst set: You have sliderpoint10.png and sliderpoint30.png. These are optional elements of the hitburst set.

RC wrote:

When skinning an element that is marked as optional, you need to include all the required elements of the respective set,
You currently do not include the required elements of the hitburst set. Either add those or remove the sliderpoint10 and sliderpoint30 images.

taiko: taiko-flower-group.png is included in your folder, but it has the same issue as what was mentioned above. It's part of the pippidon set, but the pippidon images weren't included. Either add those or remove this element.

catch the beat:

Your current way of including a duplicate of the fruit-drop-overlay.png is causing all droplets to appear as gray (overlays don't get recolored)
use a transparent 1x1 png instead.




Another thing...
Taiko difficulties: The background should not be lowered. Remove the 150 in the .osu file and change it back to 0. Maps with storyboard disable the taiko-slider (the top image that scrolls). Even when the storyboard is disabled.

It's causing this really awkward empty space.
Topic Starter
Ulysses

Ascendance wrote:

Hello~

  1. 03:51:498 - storyboard load around here begins to peak at 20x, I have a pretty great computer and it makes even me lag, if there's some way you can reduce this, please do it :arrow: reduced the size of particle.png it is less lag now.
  2. Unsnapped timing lines at 03:39:888 in all ctb diffs :arrow: Done.
  3. Different sampleset number at 00:00:114 in ctb diffs, please make them consistent :arrow: Done. But where the samplesets of a green and red line conflict, the green one takes precedence.
Could you please confirm the usage of these files? I only saw the justification for the two hitsounds you put in the previous post (Unused hitsounds:
LR_Snare Hit.wav
taiko-normal-hitwhistle.wav)

Unused as per modding assistant
circle0.png
default-comma.png
default-dot.png
default-percent.png
default-x.png
fruit-plate.png
taiko-bar-left.png
taiko-bar-right-glow.png
taiko-bar-right.png
taiko-barline.png
taiko-drum-inner.png
taiko-drum-outer.png
taiko-glow.png
taiko-hit300g.png
taiko-hit50.png
taiko-slider-fail.png
taiko-slider.png
:arrow: Noffy: thank you it is very useful. Fixed everything.

Uploaded.
Topic Starter
Ulysses
- Removed SB difficulty (which was not there when bubbled, I added it accidentally after applying Noffy’s mod)
- Changed particle.png so now it should be less lag.
Spectator
http://puu.sh/A4UCR/a9e20fe08f.zip

fixed platter and collab overdose (overall quality issues)
Topic Starter
Ulysses
Uploaded the CTB diffs.
Fixed the bug that some animations have 0 fps (it occurs from time to time I upload the map)

EDIT: I am not being impatient but I may not be able to have access to my university's computers after April because it will be exam term, the demand of the computers will be very high and I don't have priority being a student doing a non-computer related subject. I don't have a PC but only a Mac on which I cannot run osu. So the sooner it is qualified (and ranked), the better. Please.
Ascendance
Recheck

General:

  1. Tick Rate 2?
  2. Maybe change the top diff name? Doesn't really make sense to me lol
Platter:

  1. 00:09:960 - the amount of dashes could be reduced in places like these, for example, 00:10:575 (3,4,5,6,1,2,3,4,5,6,7,8) - is constantly dashing movements maybe make only the important ones dashes while the others stay walks
  2. 00:14:883 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - same issue here
  3. 00:25:344 (3,4) - i don't think notes like these need to be dashes, maybe only dash to sounds like 00:25:652 (4,1) - . Apply this where you can in this section.
  4. 00:37:806 (2,1) - reduce here since no other movements are dashes like this one
  5. you could add a dash at 00:39:037 (2,1) - though
  6. 00:43:960 (2,1) - could use a dash still :P
  7. 00:44:883 (2,3,4) - could all be reduced to walks here to emphasize jumps on 00:45:344 (4,1) - (do this for any reoccurance also)
  8. 00:53:037 (1,2,3,4) - maybe a bit too hard for a platter difficulty
  9. basically just do your best to thin out the amount of consecutive dashes in this difficulty please. Also, some more hypers would be welcomed at important parts
Rain:

  1. 00:17:037 (2,1) - Spinner gap needs to be a 1/2 bar per the RC
  2. I'd select 01:25:344 (2,4) - and move them to x:254, the distances are pretty big right now
  3. 01:28:729 (1,2,3) - same here, these could be reduced especially since it's some strong antiflow movements
  4. 01:30:575 (1,2) - I don't really like the vertical slider repeats, maybe either giving them slight tilts or making them L-shaped would be cool
  5. 01:32:267 (4,1) - Spinner gap needs to be 1/2
  6. 01:32:421 (1,1) - Rightward spin into left note is mean :<
  7. 02:29:037 (1,1) - these are the only instances where 3/4 is used, i'd just keep it as 1/2
  8. 04:01:037 (2,1) - 1/2 gap
Overdose:

  1. 01:36:729 (3,4) - this rhythm is kinda bad, completely skips the red tick for a blue tick rhythm that doesn't exist. please for cases like this just simplify to 1/2.
  2. 01:53:652 (2,3,4,5,6,7) - weird inwards curve to a strong dash at 8, could maybe rearrange this to make it play nicer
  3. 01:54:883 (2) - 1/2 here
  4. 01:57:498 (3,4,5,6) - distance could be reduced here, same with the next few cases of this too
  5. 02:01:190 (3,4) - edge dash, either reduce to a normal dash or increase to hyper
  6. 02:26:421 (7,1) - really strong cross screen hyper for a noise that's not that strong lol
  7. 02:27:498 (4,1) - could be reduced, this is pretty strong
  8. 02:35:190 - I would've liked to see more vocal emphasis here instead of the background music since every other diff does it
  9. 02:54:883 (1,2,3,4,5,6) - these are all pretty far from each other, could use a nerf for sure
  10. 02:55:806 (5,6,1) - nothing changed musically here, why are these hdashed?
  11. 02:56:267 (1,2,3) - same to here, the only hdashes should be between 02:56:729 (3,4) - . This goes for the next section at 02:57:344 - also
  12. 02:59:806 - this feels way overdone to me, could you please tone it down a bit? there's no reason it should be more intense than the kiai
  13. 03:03:498 - and 01:33:652 - consistency where
  14. 03:14:575 (1,2) - 1/2 here please
  15. 03:27:037 (2,3) - 1/2
  16. 03:45:960 (3,4) - etc etc etc
  17. 04:01:344 (1,1,1) - this is aids please do not do this
Top Diff:

  1. 01:07:037 (3,4,5) - Stream shapes like this are pretty uncomfortable, do you mind fixing a few shapes like these and making them nicer to play?
  2. 01:08:729 (6,7,1,2) - these distances are pretty rough, could you reduce them please?
  3. 01:10:114 (7) - making this fully ohrizontal to the left and moving it to x350 feels nice to me, less flowbreak here
  4. 01:11:190 (6) - x:285 here please for distance issues
  5. 01:25:037 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These streams feel too sharp and aren't really fun to play. Could you please change them in a way that feels more interactive and less frustrating? Maybe curves or l-shapes?
  6. 02:32:883 (1,2,3,4) - dont think the hypers are necessary here
  7. 02:35:190 (1) - why's this an extended slider? no other difficulty does this, just normal vocal emphasis for consistency would be much better
  8. 02:59:806 - Whole section feels pretty overdone, maybe you could do hdashes between 02:59:960 (2,1) - 03:00:267 (2,1) - etc every group of 2
  9. 03:02:267 - This could also be toned down a bit please
  10. 03:21:498 (5) - x:145 for distance
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
Noffy

Ascendance wrote:

Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!

yes
👍
all good for skin and sb, all things detailed in my last post were fixed.

edit:
normal-hitclap22
normal-hitclap61
normal-hitclap70
normal-hitfinish61
normal-hitwhistle12
seem to be delayed, double-check these


normal-hitfinish22
normal-hitfinish70
hitsounds which are very biased towards the right side, it's not a big deal, but can be a bit weird during gameplay.
Topic Starter
Ulysses

Noffy wrote:

Ascendance wrote:

Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!

yes
👍
all good for skin and sb, all things detailed in my last post were fixed.

edit:
normal-hitclap22
normal-hitclap61
normal-hitclap70
normal-hitfinish61
normal-hitwhistle12
seem to be delayed, double-check these


normal-hitfinish22
normal-hitfinish70
hitsounds which are very biased towards the right side, it's not a big deal, but can be a bit weird during gameplay.
My insomnia is keeping me up zzzz
- All done.
- Changed the particle to another image because the current particle is in the wrong size. (the loading has increased and peaks at 18)
Spectator

Ascendance wrote:

Recheck

General:

  1. Tick Rate 2?
  2. Maybe change the top diff name? Doesn't really make sense to me lol
Platter:

  1. 00:09:960 - the amount of dashes could be reduced in places like these, for example, 00:10:575 (3,4,5,6,1,2,3,4,5,6,7,8) - is constantly dashing movements maybe make only the important ones dashes while the others stay walks
  2. 00:14:883 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - same issue here
  3. 00:25:344 (3,4) - i don't think notes like these need to be dashes, maybe only dash to sounds like 00:25:652 (4,1) - . Apply this where you can in this section.
  4. 00:37:806 (2,1) - reduce here since no other movements are dashes like this one
  5. you could add a dash at 00:39:037 (2,1) - though
  6. 00:43:960 (2,1) - could use a dash still :P
  7. 00:44:883 (2,3,4) - could all be reduced to walks here to emphasize jumps on 00:45:344 (4,1) - (do this for any reoccurance also)
  8. 00:53:037 (1,2,3,4) - maybe a bit too hard for a platter difficulty
  9. basically just do your best to thin out the amount of consecutive dashes in this difficulty please. Also, some more hypers would be welcomed at important parts
not mentioned = fixed

Rain:

  1. 00:17:037 (2,1) - Spinner gap needs to be a 1/2 bar per the RC
  2. I'd select 01:25:344 (2,4) - and move them to x:254, the distances are pretty big right now
  3. 01:28:729 (1,2,3) - same here, these could be reduced especially since it's some strong antiflow movements
  4. 01:30:575 (1,2) - I don't really like the vertical slider repeats, maybe either giving them slight tilts or making them L-shaped would be cool this plays pretty fun tho
  5. 01:32:267 (4,1) - Spinner gap needs to be 1/2
  6. 01:32:421 (1,1) - Rightward spin into left note is mean :< probably but i think it's still better to keep xd
  7. 02:29:037 (1,1) - these are the only instances where 3/4 is used, i'd just keep it as 1/2
  8. 04:01:037 (2,1) - 1/2 gap no comment means fixed
Overdose:

  1. 01:36:729 (3,4) - this rhythm is kinda bad, completely skips the red tick for a blue tick rhythm that doesn't exist. please for cases like this just simplify to 1/2. okay
  2. 01:53:652 (2,3,4,5,6,7) - weird inwards curve to a strong dash at 8, could maybe rearrange this to make it play nicer k
  3. 01:54:883 (2) - 1/2 here k
  4. 01:57:498 (3,4,5,6) - distance could be reduced here, same with the next few cases of this too done
  5. 02:01:190 (3,4) - edge dash, either reduce to a normal dash or increase to hyper my mistake lol fixed
  6. 02:26:421 (7,1) - really strong cross screen hyper for a noise that's not that strong lol fixed!
  7. 02:27:498 (4,1) - could be reduced, this is pretty strong ^
  8. 02:35:190 - I would've liked to see more vocal emphasis here instead of the background music since every other diff does it fixed a bit
  9. 02:54:883 (1,2,3,4,5,6) - these are all pretty far from each other, could use a nerf for sure reworked this part
  10. 02:55:806 (5,6,1) - nothing changed musically here, why are these hdashed?
  11. 02:56:267 (1,2,3) - same to here, the only hdashes should be between 02:56:729 (3,4) - . This goes for the next section at 02:57:344 - also
  12. 02:59:806 - this feels way overdone to me, could you please tone it down a bit? there's no reason it should be more intense than the kiai
  13. 03:03:498 - and 01:33:652 - consistency where
  14. 03:14:575 (1,2) - 1/2 here please ye
  15. 03:27:037 (2,3) - 1/2 ah
  16. 03:45:960 (3,4) - etc etc etc y
  17. 04:01:344 (1,1,1) - this is aids please do not do this k
Top Diff:

  1. 01:07:037 (3,4,5) - Stream shapes like this are pretty uncomfortable, do you mind fixing a few shapes like these and making them nicer to play? this plays fine for me and considering it's top diff it should be fine
  2. 01:08:729 (6,7,1,2) - these distances are pretty rough, could you reduce them please? reduced
  3. 01:10:114 (7) - making this fully ohrizontal to the left and moving it to x350 feels nice to me, less flowbreak here current one plays fine and it fits with the overall style
  4. 01:11:190 (6) - x:285 here please for distance issues this doens't need that much nerf, just reduced a bit
  5. 01:25:037 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - These streams feel too sharp and aren't really fun to play. Could you please change them in a way that feels more interactive and less frustrating? Maybe curves or l-shapes? I think this is pretty subjective it plays pretty fun for me
  6. 02:32:883 (1,2,3,4) - dont think the hypers are necessary here oh sure
  7. 02:35:190 (1) - why's this an extended slider? no other difficulty does this, just normal vocal emphasis for consistency would be much better the extended one seems to be consistent with the sliders like 02:43:806 (1) - and I still think it fits with such relaxing part
  8. 02:59:806 - Whole section feels pretty overdone, maybe you could do hdashes between 02:59:960 (2,1) - 03:00:267 (2,1) - etc every group of 2 they respectively have strong sounds on each sliders so I don't see a reason to change it
  9. 03:02:267 - This could also be toned down a bit please ^ pretty much the same reason as above
  10. 03:21:498 (5) - x:145 for distance this one isn't that far
Please have Noffy confirm the Storyboard/Skin and have Bubblun rebubble, and then call me back for the final nomination!
thanks for mod

update http://puu.sh/A5FNH/87cce142b8.zip
Topic Starter
Ulysses
Uploaded
Yumeno Himiko
some mod on the Storyboard

[Storyboard]
ring.png has too much redundant transparent area, causing unneeded load burst in many timing sections.
same for flare/s.png, it can also get reduced.
The bottom part of HK.png is not used, may consider remove them to keep SB load below 5.0x

70652 - The white.png(line 150684) is not sharing the same moving speed as the arrow.png(line 249257)
227239 - a useless black.png(line 83371) takes about 2.0x load, please remove it. for the white.png(line 313262 and line 313276), consider use vy to scale the image instead of using my command, the white.png is pretty large for taking the sb load.
For the last 10x part I have no idea, but it will be a good choice to make the circle scaling effect into animation, this can reduce sb load quickly.

243804 - The last transition of the clock is pretty strange, use fade out to make it smoother.
Topic Starter
Ulysses

Yumeno Himiko wrote:

some mod on the Storyboard

[Storyboard]
ring.png has too much redundant transparent area, causing unneeded load burst in many timing sections. :arrow: ok
same for flare/s.png, it can also get reduced. :arrow: ok
The bottom part of HK.png is not used, may consider remove them to keep SB load below 5.0x :arrow: ok

70652 - The white.png(line 150684) is not sharing the same moving speed as the arrow.png(line 249257) :arrow: ok
227239 - a useless black.png(line 83371) takes about 2.0x load, please remove it. for the white.png(line 313262 and line 313276), :arrow: ok consider use vy to scale the image instead of using my command, the white.png is pretty large for taking the sb load. :arrow: :( Changing this will take me hours. Since the sb load is not very high in this part I will pass.
For the last 10x part I have no idea, but it will be a good choice to make the circle scaling effect into animation, this can reduce sb load quickly. :arrow: :( The file size will be too big to upload if I make them animated.

243804 - The last transition of the clock is pretty strange, use fade out to make it smoother. :arrow: ok
Thank you for the mod!
Hollow Delta
Thanks for the help everyone. Lets push this forward.
Ascendance
If anyone has issues please bring them up now, otherwise, I’ll be qualifying in 24 hours!
Asherz007
Should probably just float by and say those mania diffs are fine before it's too late and someone shouts at me lol
Topic Starter
Ulysses
From now on any notification that this thread receives a new comment will give me a heart attack.
Ascendance
Trick or Treat
Topic Starter
Ulysses

Ascendance wrote:

Trick or Treat

Treat. I’ll give you some Ferrero Rocher and you qualify my map. (Jk)
Lexii
happy halloween
Topic Starter
Ulysses
I made 2 minor changes. Apart from the two mentioned below, no other changes were made after the map had been bubbled.

1. Made a part of SB\Flare\s transparent.
2. Added 'F,0,65344,65421,1,0' on line 341326 in the osb file.

EDIT:
One more change:
3. Added finish and whistle on the object at 03:18:883 in Crystal's Execution, Crystal Spec's Overdose.
Ascendance
Farewell, Nold!

For those who are concerned over the above post, the difference was so minimal that nold had to point it out to me to know there was a change. This did not affect playability or the folder in any visible way.
hehe
congrats nold!! enjoy the post osu life
Shima Rin
Finally this set is going to be ranked. Very good job nold! Best luck to your future life!
Nardoxyribonucleic
Congratulations Nold. Wish you all the best!
Uta
aaaaa
Asphyxia
Congratulations!
Kimitakari
You can quit now apparently.
Topic Starter
Ulysses
Thank you! Some facts about the SB:

1. The SB is entirely made in my university library because I do not have a PC and osu does not run properly on my Mac.
2. The SB wouldn’t have been made successful without yf_bmp's and Irrevisible's help!
Irreversible
gj my friend
Hollow Delta
YOOOO
Net0
Nice to see all the support on this map. Glad to see you getting this into ranked nold, thanks a lot for the map ^^
Monstrata
yf's Insane

01:24:729 (1,2) - Forgot to add a green line here with 0.75x SV, these sliders are unsnapped :(

Also:

I guess ï wasn't supported by your font :(
pw384
Nice job! Wish you fantastic trip through academic life!
Aurele
Disqualified for missing for a green timing point in yf’s difficulty.

Please check Monstrata’s post above. Confirmed by Mir.
Karoo13
While this is dq'd can we talk about posthumous? The reverse slider streams are technically justified but the flow and spacing into the sliders at the end is ridiculous. I suggest that the sliders spiral with flow from the stream, smaller jump, and are visually arranged so they aren't hidden under slider tails/reverse arrows from earlier (maybe blanketed by the stream, since it is already circular arc).

Then there is the 0-stack part... I have come to terms with the fact that the middle notes of the triples are not mapped to any sound, but even then, the choice of where triples are inserted is inconsistent with the song, and the new combo structure is inconsistent with itself.

From 24-32 seconds, triples follow the high note of the scale, or mark the descending part of the scale. This much is fine, but then the last 2 triples break the pattern, as the scale does not descend on those. 00:32:344 (1) - needs to be removed, and 00:32:960 (1) - is maybe ok, but since the note following the triple actually goes up in pitch rather than down, this deserves different treatment from the others, I would suggest move 00:33:190 (1) - off of the stack, to around 38,100.

And maybe adjust the hitsounds and combos around that, i cant even tell what you were trying to do with the combos, but it should follow a consistent pattern through the stack.
tatatat
eww this isn't in loved. :/ but I already had plays and stuff :c dummy
Topic Starter
Ulysses
Thank you monstrata. Added a green line.
(Sorry Ascendance and Bubblun)



Karoo13 wrote:

While this is dq'd can we talk about posthumous? The reverse slider streams are technically justified but the flow and spacing into the sliders at the end is ridiculous. I suggest that the sliders spiral with flow from the stream, smaller jump, and are visually arranged so they aren't hidden under slider tails/reverse arrows from earlier (maybe blanketed by the stream, since it is already circular arc). :arrow: The spacing in the spaced stream is not that big. Replace all reversed sliders with circles and you will see what players actually play when doing this seemingly impossible stream. When it was loved, quite a few players had FC'd this part. For the spiral slider, I am very hesitant to put it in space with the stream in question because the sound where the slider hits is sudden and does not, subjectively speaking, fits if I put it in flow. Rather, a position at which it is not quite expected where the spiral slider is (but not unreadable) suits the sound perfectly.

Then there is the 0-stack part... I have come to terms with the fact that the middle notes of the triples are not mapped to any sound, but even then, the choice of where triples are inserted is inconsistent with the song, and the new combo structure is inconsistent with itself.

From 24-32 seconds, triples follow the high note of the scale, or mark the descending part of the scale. This much is fine, but then the last 2 triples break the pattern, as the scale does not descend on those. 00:32:344 (1) - needs to be removed, and 00:32:960 (1) - is maybe ok, but since the note following the triple actually goes up in pitch rather than down, this deserves different treatment from the others, I would suggest move 00:33:190 (1) - off of the stack, to around 38,100.

And maybe adjust the hitsounds and combos around that, i cant even tell what you were trying to do with the combos, but it should follow a consistent pattern through the stack.:arrow: This is not a problem at all. You may have disabled hitsound and skin so you cannot see it is actually a Taiko pattern with taiko hitsound and taiko NC arrangement and that's why you find it so unreasonable? The rhythm is perfectly fine. I confess, it is slightly overmapped in this part but it is just how taiko is.
Aurele
Since it was fixed, rebubbled!

Good luck :)
Aurele
While it is still in pending, is there a reason why the taiko difficulties have the 'Taiko' in their difficulty names?
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